Everyone seems to have a thread like this these days, so I'll join the club. We'll see if I stick with it.

There are lots of cards that punish creatures with too much power, but not very many that punish having too little. That inspired this design:

Arena of the Titans — Artifact (R)Creatures with power or toughness 4 or less can't attack or block.The ancients of Ondiahm hosted grandiose tournaments of fighting prowess, with titans as the eager participants and humans as tiny, grateful bystanders.

Reject idea for JV's contest, but I thought it was a decent card idea.

Origin Totem-Guide — Artifact Enchantment (R)Exile Origin Totem-Guide: Exile target permanent that shares a card type with Origin Totem-Guide.: Origin Totem-Guide becomes a 4/4 black Spirit creature token in addition to its other colors and types until end of turn."Every element yearns for its home. This totem will return you to yours."—Taria, soul guide

Here's another fun Abzan design, but it turned out to be way too powerful.

Rot Farm Cockroaches — Creature — Insect (R)3/2: The next time you would draw a card this turn, instead put the top X cards from your library into your graveyard, then return a nonland card with converted mana cost X or less from your graveyard to your hand. X can't be 0.

To me, it felt especially ungreen in the fact that it prevents players from casting protective and boosting spells on their own creatures. Blue seems more like the color that would enchant its opponent's creatures such that they couldn't be touched by them, like a spell-reflecting plax or something.

Green can prevent opponent buffing their own creatures with Shielding Plax which I assume was the inspiration for this card, though it's usually white that makes rules saying the opponent can't do stuff they could normally do. It's a bit of a weird card, because buffs and auras don't usually need hating out as they're already weak to removal, and you'd only be playing this card if you wanted to both protect your own creatures and hate on the opponent's ones (otherwise Asceticism is better assuming you have the colors for it).

It felt like a blue ability to me but I don't have anything to back that up other than a lot of aura that grant shroud. It kind of reminds me of Hand to Hand which is probably in white now, and it is a little bit like Hanna's Custody but not really.

I can see the case for it being partly white, but white isn't big on giving things shroud or hexproof. It would probably need to be paired with blue or green.

Another idea I came up with earlier:

Aywin, Caller of the Council — Legendary Creature — Elf Advisor (M)2/2Legendary creature spells you cast cost less to cast for each legendary creature you control.The greatest conquests begin with an assembly of heroes, and the greatest assemblies begin with Aywin's invitation.

Skip the creature part. Just make it Legendary spells you control cost less for each legendary permanent you control. This reduces some words and lets you do the fun silly stuff of having legendary non-creatures.

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Quote:

"If you refuse to use rock, you will never beat scissors." — Galef, Dakka Dakka Forums

I did consider that when designing the card. I don't know if that would go with the flavor of the cards as well, though. You can't send an invitation to Growing Rites of Itlimoc to get it to show up at your council of heroes.

That would make sense with planeswalkers being legendary now, though...

Pesterqueen — Creature — Faerie (R)3/3FlyingYou may cast spells as though they had flash.Whenever you cast a spell, counter target spell unless its controller pays .Faeries are equal opportunity nuisances.

The idea here is that though the card is strong and gives you a lot of ways to tax your opponents while moving your game forward, if you aren't using your spells to tax your opponents, you have to tax yourself. Thought it was nifty, but probably not that much fun in practice.

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